Search found 39 matches
- Sun May 12, 2019 3:00 am
- Forum: Off-Topic
- Topic: Blood: Fresh Supply (Blood remaster) RIP 2019-2019
- Replies: 44
- Views: 10776
Re: Blood: Fresh Supply (Blood remaster)
How do i do sound mods? Can i put new sound effects into the .KPF -file? There is no folder for sounds, so i assume that i can create a new folder. How should the folder be named (sounds / sound / sfx / audio)? I created a .kpf for testing which changes cultist death sounds with another sound, but ...
- Thu Jan 03, 2019 11:12 am
- Forum: Off-Topic
- Topic: The Merits of Doom 3
- Replies: 70
- Views: 6433
Re: The Merits of Doom 3
I want to improve the quality of the shotgun in Doom 3 (and ROE) and have been trying out this mod: https://www.moddb.com/mods/slug-rounds-for-shotgun But it doesn't seem to work like shown in the video. I placed the file in the base folder of Doom 3, the Doom 3 folder itself, but it keeps acting ...
- Wed Oct 03, 2018 6:06 am
- Forum: Off-Topic
- Topic: Hunt Down The Freeman aftermath: Unforeseen Consequences
- Replies: 30
- Views: 3412
Re: Hunt Down The Freeman aftermath: Unforeseen Consequences
Hunt Down the Freeman is a half-life fangame that was released early this year, which was received badly. This video sums it up pretty well.
- Sun Sep 02, 2018 12:51 pm
- Forum: Scripting
- Topic: [DECORATE] Fading A_Overlay* from screen?
- Replies: 3
- Views: 354
Re: [DECORATE] Fading A_Overlay* from screen?
Maybe you could use TEXTURES lump to create multiple sprites using the same image but with different transparency. I used this to create pulsating glow effect for HUD: Graphic hpbarBR1, 135, 25 { patch hpbarBR, 0, 0 { Alpha 0.9 Style Translucent } } Graphic hpbarBR2, 135, 25 { patch hpbarBR, 0, 0 ...
- Mon Aug 13, 2018 11:54 am
- Forum: Off-Topic
- Topic: Thoughts on school
- Replies: 51
- Views: 4155
Re: Thoughts on school
I do plan someday to become a teacher. I'll probably be an old woman when that happens, but I do love helping people and I know the power a teacher can have to make a positive impact on a person's life. Having worked in a elementary school as an IT support dude and classroom assistant/teaching ...
- Wed Apr 04, 2018 10:55 am
- Forum: Off-Topic
- Topic: Upgrade systems: How to make them interesting/fair/not-shit
- Replies: 31
- Views: 2669
Re: Upgrade systems: How to make them interesting/fair/not-s
I like the way Jet's 'n' Guns did weapon/ship upgrading; destroying enemies and collecting item pickups gives you money which you can spend at the after completing a level, but the coolest thing about it is that you can sell upgrades and weapons at 100% of the item's value allowing you to experiment ...
- Mon Mar 05, 2018 10:42 am
- Forum: Scripting
- Topic: DECORATE Weapon Questions II (SOLVED)
- Replies: 14
- Views: 1374
Re: DECORATE Weapon Questions II
I think i got it, i'll post the whole code i wrote so you'll want check and adjust things to your liking: ACTOR AR : Weapon { Weapon.AmmoUse1 1 Weapon.Ammotype1 "Magazine" States { Ready: HARA A 1 A_WeaponReady Loop Deselect: HARA A 1 A_Lower TNT1 AA 0 A_Lower Loop Select: HARA A 1 A_Raise TNT1 AA 0 ...
- Fri Mar 02, 2018 12:03 pm
- Forum: Scripting
- Topic: DECORATE Weapon Questions II (SOLVED)
- Replies: 14
- Views: 1374
Re: DECORATE Weapon Questions II
Another thing I’ve been working on is having a weapon that doesnt harm enemies, but actually makes them friendly to the player. I’ve seen this done in LegenDoom, but not sure how to implement it. Any idea on how this could work? I'm not 100% sure on how this could be implemented but i would add a ne ...
- Mon Feb 26, 2018 10:24 am
- Forum: Scripting
- Topic: DECORATE Weapon Questions II (SOLVED)
- Replies: 14
- Views: 1374
Re: DECORATE Weapon Questions II
Do you still have the problem? Have you tried using different sound channels for "beam_off" sound? Remember to check that you don't have the looping applied to the beam_off sound.
If it still doesn't work, sorry, i'm out of ideas and can't help with it.
If it still doesn't work, sorry, i'm out of ideas and can't help with it.
- Mon Feb 26, 2018 10:18 am
- Forum: Off-Topic
- Topic: Things from Doom 3 that i actually found scary/tense.
- Replies: 8
- Views: 1063
Re: Things from Doom 3 that i actually found scary/tense.
Sound design was top-notch in Doom 3. There were sounds playing nearly everywhere; regular machinery and computery stuff alongside with hellish ambience really made it feel tense. I remember my first playthrough of Doom 3 back in 2008/'09 i had really poor quality speakers for me and my brothers ...
- Mon Feb 19, 2018 12:23 pm
- Forum: Scripting
- Topic: DECORATE Weapon Questions II (SOLVED)
- Replies: 14
- Views: 1374
Re: DECORATE Weapon Questions II
The example you posted about firing multiple projectiles at once should work, but if you want them to be fired at different angles you have to use multiple frames and actions for that OR randomize the angle. For the first method, you have two ways (maybe more but i don't remember any other) to do it ...
- Wed Feb 14, 2018 8:29 am
- Forum: Scripting
- Topic: DECORATE Weapon Questions II (SOLVED)
- Replies: 14
- Views: 1374
Re: DECORATE Weapon Questions II
I think i managed to fix the LG, it doesn't fire anymore when out of ammo. Read the code and the comments i'm posting. ACTOR LG : Weapon //Beam "Lightning" Gun { Weapon.AmmoType1 "PrototypeBattery" Weapon.AmmoUse1 1 +WEAPON.AMMO_OPTIONAL //Required so that you can still select the weapon when it's ...
- Sat Feb 10, 2018 5:49 pm
- Forum: Scripting
- Topic: DECORATE Weapon Questions II (SOLVED)
- Replies: 14
- Views: 1374
Re: DECORATE Weapon Questions II
Have you used A_JumpIfNoAmmo("statename") for Lightning Gun before it fires the projectile/beam/whatever? If that doesn't work can you post the code so i could take a look at it? For the Assault Rifle: since you are using A_FireProjectile , have you set it to take any ammo. It's the third value ...
- Sat Feb 10, 2018 3:28 am
- Forum: Scripting
- Topic: Damage by custom Melee Weapon?
- Replies: 1
- Views: 233
Re: Damage by custom Melee Weapon?
You need to have an inventory item for the upgrade, then use A_JumpIfInventory in the beginning of the regular attack state to check if have the upgrade and then jump to the upgraded attack state.
- Thu Feb 08, 2018 1:36 pm
- Forum: Scripting
- Topic: DECORATE Weapon Questions II (SOLVED)
- Replies: 14
- Views: 1374
Re: DECORATE Weapon Questions II
I used "A_StopSound" in the beginning of "Ready" -state to stop soundlooping. For the end sound, take a look at the i'm posting. It's probably not the best way to deal with, but it works for me. Fire: TNT1 A 0 A_StopSound(5) TNT1 A 0 A_PlaySound("smg/fireloop", 5, 1, 1) //Loop sound is played on ...